<!DOCTYPE html>
<html>
<head>
  <meta charset="utf-8">
	<title>Microphone</title>

	<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1">
	<link rel="icon" type="image/png" sizes="174x174" href="./favicon.png">

	<script src="https://cdnjs.cloudflare.com/ajax/libs/webcomponentsjs/2.4.3/webcomponents-bundle.js"></script>
	<link href="https://fonts.googleapis.com/css?family=Material+Icons&display=block" rel="stylesheet"/>
	<script src="../build/Tone.js"></script>
	<script src="./js/tone-ui.js"></script>
	<script src="./js/components.js"></script>
</head>
<body>
	<style type="text/css">
		tone-oscilloscope {
			width: 100%;
			background-color: black;
			height: 40px;
			border-radius: 20px;
			margin-bottom: 10px;
		}
	</style>
	<tone-example label="Microphone">
		<div slot="explanation">
			If supported, Tone.UserMedia uses <code>getUserMedia</code> to open the user's microphone where it can then be processed with Tone.js. Only works on https domains.
		</div>

		<div id="content">
			<tone-mic-button></tone-mic-button>
		</div>
	</tone-example>
	
	<script type="text/javascript">
		// you probably DONT want to connect the microphone
		// directly to the master output because of feedback.
		const mic = new Tone.UserMedia();

		const micFFT = new Tone.FFT();
		mic.connect(micFFT);

		fft({
			tone: micFFT,
			parent: document.querySelector("#content")
		});

		// bind the interface
		const micButton = document.querySelector("tone-mic-button");
		micButton.supported = Tone.UserMedia.supported;
		micButton.addEventListener("open", () => mic.open());
		micButton.addEventListener("close", () => mic.close());

	</script>

</body>
</html>
